// Copyright (c) 2009, Michael Patraw
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//     * Redistributions of source code must retain the above copyright
//       notice, this list of conditions and the following disclaimer.
//     * Redistributions in binary form must reproduce the above copyright
//       notice, this list of conditions and the following disclaimer in the
//       documentation and/or other materials provided with the distribution.
//     * The name of Michael Patraw may not be used to endorse or promote 
//       products derived from this software without specific prior written
//       permission.
//
// THIS SOFTWARE IS PROVIDED BY Michael Patraw ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
// WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL Michael Patraw BE LIABLE FOR ANY
// DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
// (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
// LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
// ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
// SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef FOREST_H
#define FOREST_H

#include "world.h"

class ForestItem : public Item
{
public:
    static const ForestItem Stick;
    static const ForestItem Mud;
    static const ForestItem Dirt;
    static const ForestItem Rock;
    static const ForestItem Grass;
    static const ForestItem DirtyWater;
    static const ForestItem Water;
    static const ForestItem DeerSkin;
    static const ForestItem Meat;
    static const ForestItem Bone;
    
    // Created.
    static const ForestItem Spear;
    static const ForestItem LeatherCoat;
    static const ForestItem GrassHelm;
    static const ForestItem GrassLegs;
    static const ForestItem GrassBoots;
    static const ForestItem Knife;
    static const ForestItem Tea;

    ForestItem(const char * name, int id=0, type_t type=0, int warmth=0, int health=0, int attack=0, int defense=0);
    virtual ~ForestItem();
protected:
};

class ForestTile : public Tile
{
public:
    static const ForestTile BARREN;
    static const ForestTile GRASS;
    static const ForestTile THICKGRASS;
    static const ForestTile DEADGRASS;
    static const ForestTile DIRT;
    static const ForestTile MUD;
    static const ForestTile ROCKS;
    static const ForestTile BOULDER;
    static const ForestTile BUSH;
    static const ForestTile TREE;
    static const ForestTile PINE_TREE;
    static const ForestTile RUNNING_WATER;
    static const ForestTile STILL_WATER;
    static const ForestTile STAGNANT_WATER;

    ForestTile();
    ForestTile(short index);
    
    virtual const char * getName() const;
    virtual const Glyph & getGlyph() const;
    virtual bool isPassable() const;
    virtual const Item * getGather() const;
protected:
};

class ForestWorld : public World
{
public:
    ForestWorld(Map * map, const char * name="Tester");
    virtual ~ForestWorld();
    
    virtual void update();
    
    virtual void gatherCommand();
    virtual void useCommand();
    
    virtual void createItem(ItemList * list);
protected:
};

Map * GenerateForest(int w, int h);

#endif // FOREST_H
